VVVVVV
VVVVVV


home





0 - The player 1 - Enemy Metadata: movement type, movement speed Due to lacking needed data, you will only ever get a purple enemy box, unless you're in the VVVVVV polar dimension while doing the command 2 - Moving platform Metadata: movement type, movement speed Note that conveyors is implemented as moving platforms, see movement type 8 and 9. 3 - A disappearing platform 4 - A 1x1 quicker quicksand block 5 - A flipped Viridian, you will flip gravity when touched 6 - Weird red flashy thingy that disappears quickly 7 - Same as above, but doesn't flash and is coloured cyan 8 - A coin from the prototype Metadata: Coin ID 9 - Trinket Metadata: Trinket ID Note that trinket ID start at 0, and everything above 19 will not be saved in the savefile once you restart the level 10 - Checkpoint Metadata: Checkpoint state (0=flipped, 1=normal), Checkpoint ID (checks if the checkpoint is active or not) 11 - Horisontal gravity line Metadata: Length in pixels 12 - Vertical gravity line Metadata: Length in pixels 13 - Warp token Metadata: Destination in tiles X axis, destination in tiles Y axis 14 - The round teleporter Metadata: Checkpoint ID(?) 15 - Verdigris Metadata: AI state 16 - Vitellary (flipped) Metadata: AI state 17 - Victoria Metadata: AI state 18 - Crewmate Metadata: Colour (using raw color list, not the crewmate colors), mood 19 - Vermilion Metadata: AI state 20 - Terminal Metadata: Sprite, Script ID(?) 21 - Same as above but when touched the terminal doesn't light up Metadata: Sprite, Script ID(?) 22 - Collected trinket Metadata: Trinket ID 23 - Gravitron square Metadata: Direction If you input negative X coordinate (or too high), an arrow shows instead, just like in the real Gravitron 24 - Intermission 1 crewmate Metadata: Raw color, mood Doesn't seem to be affected by hazards, but should be. I'll have to look into this one 25 - Trophy Metadata: Challenge identifier, sprite If the challenge is completed, the base sprite ID (what you get if you use sprite=0) will change. Only use 0 or 1 if you want predictable results (0=normal, 1=flipped) 26: The warp token to the Secret Lab Keep in mind that the warp is just implemented as a nice looking sprite. You'll have to script the functionality for yourself 55 - Rescueable crewmate Metadata: Crewmate color. Color >6 will always show a *happy* Viridian 56 - Custom level enemy Metadata: Movement type, movement speed Keep in mind that if there's no enemies in the room, the enemy sprite data isn't updated correctly and it will just show what enemy you saw last time, or a square enemy Undefined entities (27-50, 57+) give glitchy Viridians.



0: Cyan, Viridian (animated) 1: Flashy red, death (animated) 2: Dark orange, unknown (animated) 3: Trinket color (animated) 4: Gray, unactivated checkpoints/terminals, hit gravity lines (animated) 5: Flashy white, touched checkpoints/terminals, warp tokens (animated) 6: Red (tiny bit darker than Vermilion), enemies (animated) 7: Lime green, enemies (animated) 8: Hot pink, enemies (animated) 9: Brilliant yellow, coins (animated) 10: Flashy white, presumibly the same as 5(animated) 11: Bright cyan, enemies (animated) 12: Blue, enemies, Victoria(animated) 13: Green, enemies, Verdigris (animated) 14: Yellow, enemies, Vitellary (animated) 15: Red, enemies, Vermilion (animated) 16: Blue, copy of 12 (animated) 17: Lighter orange, enemies (animated) 18: Gray, polar dimension enemies (animated) 19: Darker gray, inside of the round teleporter (animated) 20: Pink, enemies, Violet (animated) 21: Lighter gray, gravitron squares (animated) 22: White, unknown (animated) 23: Flashy white, possibly also 5 (animated) 24-29: White, unused 30: Dark yellow, used in color 40 31: Dark pink, used in color 40 32: Dark cyan, used in color 40 33: Dark blue, used in color 40 34: Dark green, used in color 40 35: Dark red, used in color 40 36: Dull orange, gold trophy 37: Flashy gray, game complete (trinket) trophy color (animated) 38: Gray, silver trophy color 39: Darker cyan/green, trophies 40: Flashier gray, platinum trophy color (animated) 41-99: White, unused 100: Dark gray, used for round teleporters (animated) 101: Flashy white, unknown (animated) 102: Teleporter color, teleporting (animated) 103 and onwards: White



0 - Bouncing up and down, starts down. 1 - Bouncing up and down, starts up. VVVVVV 2 - Bouncing left and right, starts left. 3 - Bouncing left and right, starts right. VVVVVV 4, 7, 11 - Moves right until collision. VVVVVV 5 - Same as above, only acts weird when it collides. VVVVVV 6 - Bouncing up and down, but only reaches a certain y position before going back down. Used in "Trench warfare". VVVVVV 8, 9, 14, 15 - Still (?) 10, 12 - Clones right/in the same spot, crashes VVVVVV if it gets too intense, and will corrupt your level if you save. 13 - Like 4, but moves down until collision. VVVVVV 16 - Flashes in and out of existence. (Appears and disappears) Note: This gif loops. It only appears and disappears once, not multiple times. VVVVVV 17 - Jittery movement left VVVVVV 18 - Jittery movement right, little bit faster VVVVVV 19+ - Still (?)



0 - Break out from most gamestates 1 - Set gamestate to 0 (i.e. same as above in practice) 2 - "To do: write quick intro to story!" 4 - "Press arrow keys or WASD to move" 5 - Runs the script "returntohub" (i.e. fadeout, teleport to right before The Tower, fadein, play Passion for Exploring) 7 - Removes textboxes 8 - "Press enter to view map and quicksave" 9 - Super Gravitron 10 - Gravitron 11 - "When you're NOT standing on stop and wait for you" (Tries to access flipmode check to write "the ceiling" or "the floor", and check crewmate, but as this fails, the above prints instead) 12 - "You can't continue to the next room until he is safely accross." 13 - Removes textboxes quickly 14 - "When you're standing on the floor," (the same applies here as for 11) 15 - Makes Viridian happy 16 - Makes Viridian sad 17 - "If you prefer, you can press UP or DOWN instead of ACTION to flip." 20 - If flag 1 is 0, set flag 1 to 1 and remove textboxes 21 - If flag 2 is 0, set flag 2 to 1 and remove textboxes 22 - "Press ACTION to flip" 30 - "I wonder why the ship teleported me here alone?" "I hope everyone else got out ok..." 31 - "Violet, is that you?" cutscene (as long as flag 6 is 0) 32 - If flag 7 is 0: "A teleporter!" "I can get back to the ship with this!" 33 - If flag 9 is 0: Victoria-cutscene 34 - If flag 10 is 0: Vitellary-cutscene 35 - If flag 11 is 0: Verdigris-cutscene 36 - If flag 8 is 0: Vermilion-cutscene 37 - Vitellary after gravitron 38 - Vermilion after gravitron 39 - Verdigris after gravitron 40 - Victoria after gravitron 41 - If flag 60 is 0: run the beginning of intermission 1 cutscene 42 - If flag 62 is 0: run the 3rd intermission 1 cutscene 43 - If flag 63 is 0: run the 4th intermission 1 cutscene 44 - If flag 64 is 0: run the 5th intermission 1 cutscene 45 - If flag 65 is 0: run the 6th intermission 1 cutscene 46 - If flag 66 is 0: run the 7th intermission 1 cutscene 47 - If flag 69 is 0: "Ohh! I wonder what that is?" trinket cutscene 48 - If flag 70 is 0: "This seems like a good place to store anything I find out there..." (Victoria not found yet) 49 - If flag 71 is 0: Play Predestined Fate 50 - "Help! Can anyone hear this message?" 51 - "Verdigris? Are you out there? Are you ok?" 52 - "Please help us! We've crashed and need assistance!" 53 - "Hello? Anyone out there?" 54 - "This is Doctor Violet from the D.S.S. Souleye! Please respond!" 55 - "Please... Anyone..." 56 - "Please be alright, everyone..." With gamestate 50-56, you can choose where to start, because everything will appear after each other (did anyone know that if you wait after "Help! Can anyone hear this message?", there will be more text?) 80 - If screen is black (and only if), continue to state 81 (My guess is that this is called when ESC is pressed, before the pause menu opens) 81 - Go back to the main menu 82 - Results of time trial (bugged) 83 - If screen is back, continue to state 84 84 - Results of time trial (I think 82 works better than 84) 85 - The Time Trial version of gamestate 200 (Flash, play Positive Force, turn on finalstretch mode) States 90-95 are time trial related, but doesn't work properly in custom levels. The only real effects that happens in custom levels is a warp, and music change 90 - Space Station 1 91 - The Laboratory 92 - Warp Zone 93 - The Tower 94 - Space Station 2 95 - Final Level 96 - If the screen is black, continue to state 97 97 - Exit from Super Gravitron (teleport and play Pipe Dream) 100 - If flag 4 is 0: continue to state 101 101 - If you are flipped, flip back to floor, continue to state 102 The following states (102-112) tries to go to the current state + 1, like in 50-56 (but doesn't loop around), but may glitch as half of the states (103, 105, 107, 109, 111) doesn't exist. 102 - Verdigris: "Captain! I've been so worried!" 104 - "I'm glad you're ok!" 106 - "I've been trying to find a way out, but I keep going around in circles..." 108 - "Don't worry! I have a teleporter key!" 110 - "Follow me!" 112 - Removes textboxes 115 - Essentially nothing, continue to state 116 116 - Red dialog at the bottom of the screen saying "Sorry Eurogamers! Teleporting around the map doesn't work in this version!", continue to state 117 117 - Not that sure, probably continue to 118 118 - Removes textboxes State 120-128 works a bit like 102-112, i.e. in a series, but with less broken things 120 - If flag 5 is 0: continue to state 121 121 - If you're on the floor, flip. 122 - Vitellary: "Captain! You're ok!" 124 - Vitellary: "I've found a teleporter, but I can't get it to go anywhere..." 126 - "I can help with that!" 128 - "I have the teleporter codex for our ship!" 130 - "Yey! Let's go home!" (never heard of this cutscene before? Probably things Terry played with before coming up with the current story/etc /fiq) 132 - Removes textboxes 200 - Final mode 1000 - Turns on cutscenebars, freezes the game, continue to state 1001 1001 - You got a shiny trinket! dialog (but you didn't actually get any, this is just called each time you get one), continue to state 1003 1003 - Unfreeze player, remove cutscene bars, removes textboxes 1010 - Show cutscene bars, lock player input, continue to state 1011 1011 - You found a crewmate! without locking player input. If the player has collected enough crewmates, continue to state 1013 1013 - End the level with stars 1015 - Make the game show "ERROR: No levels found. [ OK ]" (even if there are levels) 2000 - Save the game 2500-2509 - Perform a teleport to some weird non-existent location, supposedly to The Laboratory I guess, continue to state 2510 2510 - Viridian: "Hello?", continue to state 2512 2512 - Viridian: "Is anybody there?", continue to state 2514 2514 - Removes textboxes, play Potential For Anything 3000-3099 states: 3000-3005 - Level Complete! You've rescued the crewmate applied to companion(), defaults to Verdigris. 6=Verdigris, 7=Vitellary, 8=Victoria, 9=vermillion, 10=viridian (yes, really), 11=Violet (Gamestates: 3006-3011=Verdigris, 3020-3026=Vitellary, 3040-3046=Victoria, 3060-3066=Vermillion, 3080-3086=Viridian, 3050-3056=Violet) 3070, 3072 - Perform postrescue things, usually return to ship 4000-4003 - Flash + warp 4010 - Flash, continue to state 4011 4011 - Warp, continue to state 4012 4012 - Move right with a small jump 4013 - Push Viridian right with velocity 4014 - Above, but less far 4015 - Above, but less far 4016 - Above, but less far 4017 - Above, but less far 4018-4019 - Above, but less far (Or atleast it tries, these really do nothing) 4020-4021 - Flash + warp 4022 - Move right with a bigger jump 4023 - WE'RE BACK TO PUSHING VIRIDIAN RIGHT It's basically the same as 4013 - 4019 4030 - Flash, continue to state 4031 4031 - Warp, continue to state 4032 4032 - Move left with a small jump 4033 - Push Viridian left with velocity 4034-4039 are the same as 4014 - 4019, only left 4040 - Flash, continue to state 4041 4041 - Warp, continue to state 4042 4042 - Move right with a bigger jump (with a mid air jump after) 4043 - Move right with a bigger jump, no mid air jump 4044 - Move right with a bigger but shorter jump 4045 - Move right with a bigger but shorter jump (shorter than above) 4046 - Viridian is basically just a bunny now 4047 - Viridian attempts to jump, but he doesn't get very far in the air, since he broke his legs 4048 - Viridian gives up on his jumping dream, and just moves right a little 4049 - Viridian gives up on everything and decides not to move 4050 - Flash, continue to state 4051 4051 - Warp, continue to state 4052 4052 - Move right with a small but high jump 4053 - Same as above, but shorter distance than above. 4054 - I 4055 - hope 4056 - you 4057 - understand 4058 - what 4059 - happens 4060-4069 - Same as above, but going left this time with a farther jump 4070 - Flash, continue to state 4071 4071 - Warp, continue to state 4072 4072 - Jump, continue to state 4073 4073 - Move right, continue to state 4074 4074 - Move right, continue to state 4075 4075 - Move right, continue to state 4076 4076 - Move right, continue to state 4077 4077 - Move right, continue to state 4078 4078 - Delay, continue to state 4079 4079 - The Final Level cutscene, most of the time the game will crash when you reach timeslip. 4080 - Flash, continue to state 4081 4081 - Warp, continue to state 4082 4082 - Jump, continue to state 4083 4083 - Move right, continue to state 4084 4084 - Move right, continue to state 4085 4085 - Move right, continue to state 4086 4086 - Move right, continue to state 4087 4087 - Move right, continue to state 4088 4088 - Delay, continue to state 4089 4089 - Play Popular Potpourri, continue with "Hello!" [C[C[C[C[Captain!] cutscene + credits !!!The above will mess up your save data so don't do it unless you backed up!!! 4090 - Flash, continue to state 4091 4091 - Warp, continue to state 4092 4092 - Jump, continue to state 4093 4093 - Move right, continue to state 4094 4094 - Move right, continue to state 4095 4095 - Move right, continue to state 4096 4096 - Move right, continue to state 4097 4097 - Move right, continue to state 4098 4098 - Delay, continue to state 4099 4099 - "Captain!", following "Level Complete!" after SS1. Continue with the rest of the cutscene